Jobs
“ | Your Job at GATE Your science skills will grow over time, but your chosen profession gives you an immediate skill advantage. Ask yourself: What kind of scientist are you? |
” |
Job is the initial play style for a player character in Abiotic Factor. The character Job gives initial skill advantages and available points for traits selection. Additionally, some Jobs force certain traits or provide certain starting items. The Job is selected on the first step of character creation. The Job can not be changed after the character creation is finished.
Available Jobs
Lab Assistant

You're fresh, you're green, and probably in way over your head. But what you lack in skill, you make up for in pure ambition, speed, and staying out of everyone's crosshairs.
- Starting Points: 10
- Skill Bonus:
- +3 Sprinting
+3 Sneaking
+2 Strength
- +3 Sprinting
- XP Bonus: +50% Sneaking XP
- Crafting Bonus: none
- Suggested Roles: Stealth
- Starting Items:
Lab Gloves
- Forced Traits: none
Epimedical Bionomicist

Research on live subjects has taught you everything about the human body, especially injuries, harm and ailments. Your medical abilities are considerably more advanced than your colleagues. You gain extra First Aid XP when crafting medical items.
- Starting Points: 9
- Skill Bonus:
- +3 First Aid
+1 Cooking
+1 Agriculture
- +3 First Aid
- XP Bonus: +50% First Aid XP
- Crafting Bonus: First Aid XP when crafting Health and Medical items
- Suggested Roles: Medic
- Starting Items:
Surgical Mask
- Forced Traits: none
Trans-Kinematic Researcher

For someone with two PhDs, you're surprisingly robust. You're quick and kinetically resilient, decently fit, and can take a few knocks. Your autonomic system is under control.
- Starting Points: 8
- Skill Bonus:
- +2 Blunt Melee
+2 Fortitude
+2 Sprinting
+2 Strength
- +2 Blunt Melee
- XP Bonus: +75% Fortitude XP, +50% Strength XP
- Crafting Bonus: none
- Suggested Roles: Defensive Combat
- Starting Items: none
- Forced Traits: none
Archotechnic Consultant

It wasn't your looks or sparkling conversation that got you here, it was your impressive facility with fabrication and tooling. You gain extra Construction XP when crafting furniture and other construction objects.
- Starting Points: 7
- Skill Bonus:
- +2 Construction
+1 Strength
+3 Crafting
- +2 Construction
- XP Bonus: +50% Construction XP
- Crafting Bonus: Construction XP when crafting deployables
- Suggested Roles: Builder
- Starting Items:
Work Gloves
- Forced Traits: none
Phytogenetic Botanist

You chose the lab over the farm, but never lost your touch with plants. You know biosciences, genetics, and how things grow - even GATE's most exotic specimens. You gain extra Agriculture XP when crafting farming items.
- Starting Points: 9
- Skill Bonus:
- +3 Agriculture
+2 Cooking
+2 Strength
- +3 Agriculture
- XP Bonus: +50% Agriculture XP
- Crafting Bonus: Agriculture XP when crafting Farming items
- Suggested Roles: Gardener
- Starting Items:
Gardening Gloves
- Forced Traits: none
Somatic Gastrologist

A deep understanding of nutrition, physiology and biochemistry means you know how to look after yourself. There's no question: you get out what you put in. You gain extra Cooking XP when crafting cooking items.
- Starting Points: 9
- Skill Bonus:
- +2 Sharp Melee
+1 Fortitude
+4 Cooking
- +2 Sharp Melee
- XP Bonus: +50% Cooking XP
- Crafting Bonus: Cooking XP when crafting Food and Cooking items
- Suggested Roles: Chef
- Starting Items: none
- Forced Traits: none
Paratheoretical Physicist

Your knowledge may be theoretical, but you know everything about how objects move through space, and spend a lot of time planning new gadgets and inventions. You gain extra Crafting XP when inventing item recipes.
- Starting Points: 8
- Skill Bonus:
- +3 Throwing
+3 Crafting
+1 Sneaking
+1 Reloading
+1 Construction
- +3 Throwing
- XP Bonus: +50% Throwing XP, +50% Crafting XP
- Crafting Bonus: Additional Crafting XP when Researching items
- Suggested Roles: Throwing / Utility
- Starting Items: none
- Forced Traits: none
Defense Analyst

You're one of the brightest officers on the Defense Team, and you could've been a proper scientist. There's always a small rift between you and your egghead colleagues, but they respect your strategy.
- Starting Points: 5
- Skill Bonus:
- +2 Fortitude
+2 Strength
+1 Blunt Melee
+2 Reloading
+2 Accuracy
- +2 Fortitude
- XP Bonus: +75% Accuracy XP, +75% Reloading XP
- Due to Slow Learner's -20% XP penalty (which is applied first), these bonuses become only +40% of baseline
- Crafting Bonus: none
- Suggested Roles: Offensive Combat
- Starting Items:
Security Cap,
Well-worn Security Vest,
Basic Baton
- Forced Traits: Slow Learner
- Does not grant any additional points
Summer Intern

You haven't quite earned your PhD yet, and judging by the state of things, you're not going to anytime soon.
- Starting Points: 12
- Skill Bonus: none
- Crafting Bonus: none
- Suggested Roles: Blank Slate
- Starting Items:
Lab Gloves
- Forced Traits: none
Game Mechanics | |||||||
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Player | Character Appearance • Character Creation • Inventory • Health • Death • Statuses • Buffs and Debuffs • Jobs • Traits • Skills • Sleep • GATE Pal | ||||||
World | Assault Event (Portal Storm) • Battery (Item Charge) • Check-In Terminal • Cooking • Damage Types • Energy • Mechanics • Recipes • Sandbox Settings • Trading • Weather Event
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